I love the names for the items. Certain effects cannot be placed on some of the items.

Overwhelming criticals cannot be added to any item whatsoever.

Aura (2d20) slash might be possible as a separate custom programmed spell like effect. It would require alterations to the on-equip and on-deequip scripts.

DC 14 stun effects are totally worthless at higher levels. I don't believe anything would fail a DC14. Higher level DC stun effects are possible, but they would have to be custom programmed into the on-hit script. This script is run every time any weapon in the game hits anything, so I try to avoid adding any further code to it.

Level 25 on hit effects from a set bonus? That's something I have never considered, but it might be possible. The on hit damage is custom programmed and is calculated when you equip or de-equip the weapon. I would have to add coding so that when you equip a particular set bonus, it increases the on hit damage variable. It's possible.

+18 weapon enhancement on a set bonus? Definitely not possible, even with custom programming. Weapon enhancement effects can only be added to melee weapons.

I like the idea of a set for two handers, but why limit the weapon choice by having a 2H Sword as part of the set? what about players who prefer the higher crit damage of an axe, or the double damage type from a scythe or halberd? or the players that like the challenge of trying to hurt things with a staff? Not to mention the prospect for dual wielders.

Also a four piece set is a little too easy to finish, why not remove the sword, and add some boots, gloves and a hat.

Boots of Fey Striding - More CON, high dodge AC bonus, haste, displacement x3 per day

Gauntlets of Heroes - More STR bonus, special use for more attacks per round for a limited time x 1 per day (same as potion of heroism, cannot be stacked with PoH.)

While we are on the subject of 2H weapons, can someone tell me if it is possible to restrict the use of a weapon based on a player stat, for example a greataxe that can only be weilded by a character with STR over 40.

The reason being that If you have a lump of metal as big as a greataxe head and you hit things with it, it will do a fair degree of bludgeoning damage just due to the sheer weight so I was thinking could a greataxe be created that caused the normal expected slashing damage and then some additional bludgeoning as well but only usable if you are pretty strong.

Yes, I can add custom ability requirements to weapons. It wouldn't be difficult. I could even have it look at base strength versus buffed and not give the bonus to someone who doesn't possess the base strength.

How about that there are multiple weapons that could complete the set? That would permit different types due to preferences etc. You could perhaps have progression of weapons found at different dungeons that would do different things, but the other components remain the same (armor, cloak, boots(see below), etc.).

DC 14 has a 5% chance of working on a failed roll, unless the scripts are modified. Stun should automatically penetrate mind immune etc. Being stunned during a round is a serious effect cuz you get no attacks or actions. Not happening often makes things more interesting, especially as a hidden effect.

You have to leave the weapon as part of the set or any old weapon would give some pretty overwhelming protection and offense.

A barbarian in this set could probably hang with paladins, and add something to the party. Especially if certain pain in the rear mobs (lil moppets, pitbulls) had about a 30% chance of fleeing in terror with maxed Terrifying Rage. Other mobs such as spiders, abyss knights should be immune. She demons should maybe have like a 10% chance of failure.

In addition to the other set effects -Set effect- Manticore Spikes (monster ability from the toolset) 2d12 Pierce to all in radius 10 discipline 10 appraise

Scepter of the Overlord (this set includes the description that the set appears oddly alive and regenerating as if some creature's spirit was active within)+18 enhancement2d20 coldlvl 22 on-hit effectSpecial required (d15 boss)Fighter OnlyStr required 28

In addition to the other set effects -Set effect- Manticore Spikes (monster ability from the toolset) 2d20 Pierce to all in radius 10 discipline 10 appraise Pulse Cold Ability (monster ability from the toolset) 2d12 cold

In addition to the other set effects -Set effect- Add 3 additional smite evilHoly AvengerTaunt + 1520 Massive Critical2d20 Pierce2x per day Searing Light lvl 202x per day Arrow of Death (Arcane Archer feat) at DC 58

Amen to all of the above. I've been working on a build that I'd like to use a 'lance-like' weapon or GS but boy do I take a pounding even in D3 with such weapons, it would be nice to have improved sets for Greatsword, Hally, Scythe and spear wielders.

I like the idea of a set without a shield for those who use two handed weapons. What you could do tho is have multiple weapons with the same name and same stats for a complete set in the first post. That way you dont need a long list of posibilities and just have a weapon name that works for all weapons that would be a part of the set and make anyone of them useable to complete the set. I think a good name that would work for any two-handed weapon would be Armageddon Weed Wacker. I mean weeds can probably be hacked to peices with a scythe, sword, axe, mace, staff etc. So it fits with all types of weapons. Just a thought and hopefully we will see a more twohanded friendly set.